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The Musketeer
In regions and realms where magic is no longer as available a commodity as it
once was, the Musketeer has sprung-up to replace the spellflingers. Though not even close to the versatility
that a Mage can bring to the battlefield, the Musketeer has a potent-enough
weapon and more than enough knowledge in its’ use.
Prerequisites:
BAB +6
Skills: Concentration 3 Ranks, Craft (Weaponsmithing)
9 ranks.
Feats: Point Blank Shot, Precise Shot, Weapon Focus - Any 1 Firearm
Code:
Level BAB Fort Refl. Will Special
1 +1 +2 +2 +0 Close Combat Shot, Overcharge
2 +2 +3 +3 +0 Sniper’s Aim
3 +3 +3 +3 +1 Modified Shot
4 +4 +4 +4 +1
5 +5 +4 +4 +1 Modified Shot
6 +6/+1 +5 +5 +2 Rapid Reload
7 +7/+2 +5 +5 +2 Modified Shot
8 +8/+3 +6 +6 +2
9 +9/+4 +6 +6 +3 Modified Shot
10 +10/+5 +7 +7 +3 True Marksman
Alignment:
Any.
Hit Die: d10.
Class Skills
The Musketeer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration
(Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str), and Tumble (Dex)
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the
Musketeer.
Weapon and Armor Proficiency
A Musketeer gains no additional Armor or Weapon
proficiencies.
Close Combat Shot: At first level, the Musketeer is able to use their firearm
while in a threatened square without provoking an attack of opportunity, this
includes any rounds spent reloading the firearm.
Overcharge: Knowing how the weapon functions is key to mastery – as a Standard
Action, the Musketeer may make an attack with his firearm, increasing the
damage of the weapon by his Intelligence Modifier plus his Musketeer Class
Level. This extra damage is applicable to any creature normally susceptible to
standard damage, unlike other forms of extra damage. i.e.
Constructs, Plants, Undead, and other such creatures gain no special immunity
to the extra damage from an Overcharged firearm. However, Fortification effects
are applied normally. This additional damage is a Perfection Bonus to Damage.
· Because any firearm can be Overcharged, the
Musketeer can setup a weapon for another persons use. Doing so imparts a -5
penalty to the attack roll if the user doesn't have the Overcharge Class
Feature.
·Utilizing an Overcharged shot is not for the feint of heart, for a natural 1
on the attack roll results in disaster, applying full damage to the firearm and
everything within that five foot square.
·Finally, Overcharged shots are normally incapable of benefitting
from the Modified Shot class feature; which is essentially a Modified Shot in
and of itself.
Sniper’s Aim: As a Full Round Action, the Musketeer can line-up a shot with
careful aim and precision. The Musketeer’s attack denies the target any DEX
bonus to Armor Class, including Dodge bonuses.
Modified Shot: Every time the Musketeer gains this Class Feature, he selects
one of the Modified Shots listed below. This Class Feature modifies the way an
attack from the Musketeer's firearm is handled, as detailed in the description
of each Modified Shot. Using a Modified Shot requires an additional Move Action
when the weapon is loaded. This is above and beyond any action-time required to
reload the weapon normally.
· Because any firearm can use a Modified Shot, the Musketeer can setup a weapon
for another persons use. Doing so imparts a -5 penalty to the attack roll if
the user doesn't have the Modified Shot Class Feature.
·Utilizing a Modified Shot is not for the feint of heart, for a natural 1 on
the attack roll results in disaster, applying full damage to the firearm and
everything within that five foot square.
·Once a Musketeer selects one form of Modified Shot, they cannot change that
selection, only gaining a new form of Modified Shot when they've attained a
high enough level.
·Finally, Modified Shots are normally incapable of benefitting
from the Overcharge class feature; which is essentially a Modified Shot in and
of itself.
- Multishot: Placing additional shot in the barrel of
the firearm enables the Musketeer to make an attack with his firearm against
two targets. Both targets must be Adjacent to eachother,
and the Musketeer must be able to target both creatures normally. A seperate attack roll is checked for each. Damage is rolled
once and applied to both targets.
- Non-lethal: Swapping out the standard projectile for rocksalt,
wood chits, or some other soft-projectile enables the Musketeer to have his
firearm deal non-lethal damage. This damage has no penalty to the attack roll
associated with it, unlike normal Non-lethal damage forms. If a natural 1 is
rolled on the attack roll, the damage taken by the musketeer and weapon is
lethal.
- Penetrating: Much in the way a Musketeer is able to overcharge his weapon, he
too can overprime the weapon, causing the firearm's
projectile to behave in a different manner than normal. The next attack made
with the primed firearm is a Line-effect, with a range of 60 feet. A single
attack roll is made and checked against each target within the line of effect.
Damage is rolled once and applied to all targets. Barriers are likewise
checked, and if penetrated, the projectile continues on its path.
- Spread: Much like the manner in which the Musketeer is capable of placing
more charge in his firearm than required, the Musketeer knows how to load extra
Shot in the muzzle of the weapon. The next attack made is a cone-spread with a
range of 30 feet. A single attack roll is made and checked against each target
within the spread of the cone. Damage is rolled once and applied to all
targets.
Rapid Reload: Normally a firearm takes some time to reload, longer than that of
a crossbow. The Musketeer, however, has been through the motions so many times
that reloading their firearms can be completed in a matter of seconds. For the
Musketeer with this feature, reloading a firearm requires a Move-Action.
True Marksman: The penultimate of Musketeers are able to make impossible shots
on the fly. No longer must they spend a Full-Round action to gain the benefits
of Sniper’s Aim class feature, or a Standard Action to gain the benefits of the
Overcharge class feature. These class features are now free-actions, allowing
the Musketeer to take full advantage of their iterative of attacks with these
Class Features.